1. Hey Guest, welcome to the new forums. Be sure to check out this thread to get all the information you need on the cool new stuff!

Voting is now open for the Dynamic Control Point Contest! Voting ends on the 23rd, so make sure you join us on the servers to play the entries, and cast your vote before then.

Click here to head to the voting thread!

Geese Tower

Discussion in 'Map Factory' started by PenPen, Jun 18, 2009.

  1. PenPen

    PenPen L5: Dapper Member

    Messages:
    202
    Positive Ratings:
    69
    Based on a stage in a 2D fighting game, this is a horrible fan-made map applied into the TF2 world.

    It also happens to be my first map! It's pretty minimal and I hope that it's good enough for public consumption.

    One thing I'm worried is that I have a lot of breakable things and I haven't really tried running in a server choke full of people. I don't know whether it'll hurt the fluidity of the game.

    The basic premise is that RED and BLU are fighting over some unoccupied building in a city, and settled to fight each other on the rooftop arena. But the tower doesn't seem so empty after all...

    A koth version will also be made after Valve's update.
     
    Last edited: Aug 13, 2009
  2. Penguin

    aa Penguin Clinically Diagnosed with Small Mapper's Syndrome

    Messages:
    1,975
    Positive Ratings:
    1,179
    This looks really cool. I look forward to playing it.
     
  3. zpqrei

    aa zpqrei Theme Changer Extraordinaire

    Messages:
    1,066
    Positive Ratings:
    1,119
  4. PenPen

    PenPen L5: Dapper Member

    Messages:
    202
    Positive Ratings:
    69
    Oh I tried that before (when I didn't know about func_detail), I thought Hammer died on me after compiling thru the night. :p
     
  5. PenPen

    PenPen L5: Dapper Member

    Messages:
    202
    Positive Ratings:
    69
    Gameday bump! I haven't seen the demo (at work atm) yet but any feedback would be appreciated.
     
  6. Axolotl

    Axolotl L1: Registered

    Messages:
    13
    Positive Ratings:
    1
    Oh sweet Jesus.

    If only a map based on Garou's Terry Bogard was possible.
     
  7. PenPen

    PenPen L5: Dapper Member

    Messages:
    202
    Positive Ratings:
    69
    Okay, after taking a look at the demo for a few times here's a few thing I heard/saw:

    Lack of healthpacks
    There is a medium health pack right under the point but it only appears when the point is open. Would that be unhelpful? I read somewhere that Valve intended healthpacks to be hard to get or is minimal in comparison to normal ones.
    I assume that the ammo placements are okay?

    That thing that comes up when the point opens is funny/weird
    That's actually what I wanted to do since this is partially a homage map. Actually, another trigger is the healthpack as well. Anyway, is this appropriate or is the wtf factor too much since it can kill off players?

    It's kinda open
    It is quite open but I tried my best to make everything as packed as I can, since I'm not an avid supporter of snipahs, I tried to limit most of the things that they can do, namely shooting across the map. The last versions (I think I uploaded this somewhere on TF2M) were much more open and it became a snipefest. And it seems like spies are good counters for the snipers in here.

    There's a lot of pyros
    Hopefully fixed if the aforementioned healthpack is more accessible.

    Falling off != instant death
    This is weird since I thought I did change it to insta-death. I'll check again.

    Getting stuck by the big rock in some random round
    I'll get to fixing that soon in b3.

    I also got to see some minor visual oddities that I thought were fixed but obviously they weren't.

    Anyhow, many thanks for all the guys who tried the map out, you have my thanks! I'll hopefully be able to submit for an upcoming gameday for another test run and be participating. :p

    When I was thinking of an idea Geese came to mind first. And I was like "hey it fits as a koth map somehow!" and decided to go ahead with it. But eventually it became an arena map. I hope to have a koth version out when this one is complete.
     
  8. Ten19

    Ten19 L2: Junior Member

    Messages:
    85
    Positive Ratings:
    38
    Pretty fun for an Arena map! A few things to note:

    * Some people weren't instantly dying when they fell off to the ground.
    * The lo-fi sound when the center point spikes go up isn't going to stay in, is it? ;)
    * Maybe implement a way of subtly highlighting that the med kit under the point triggers the spikes

    But so far, so good!
     
    • Thanks Thanks x 1
  9. PenPen

    PenPen L5: Dapper Member

    Messages:
    202
    Positive Ratings:
    69
    Thanks for the comments Ten19!

    Thing is I intend to keep the sound, since it is a part of the tribute - I do agree that it does sound kinda low-quality though. I'll get to it. Somehow.

    Yeah, the medkit trigger wasn't as obvious as I thought. It does become hidden since everyone goes to look or check out the point first.

    And the non-instadeath thing I'll get to fix that in b3.
     
  10. Penguin

    aa Penguin Clinically Diagnosed with Small Mapper's Syndrome

    Messages:
    1,975
    Positive Ratings:
    1,179
    This is a really fun map, though I'm wondering; what the hell is with the spikes. I see that they're linked to a medikit, but why?
     
  11. PenPen

    PenPen L5: Dapper Member

    Messages:
    202
    Positive Ratings:
    69
    The spikes are based on this one (yay youtube). It's a move called the "Raging Storm" (but the Engrish may have gotten to people to hear it wrongly).

    http://www.youtube.com/watch?v=dZnJMcirkto#t=01m10s

    Anyway, it automatically shows up when the point opens.
    It also appears when someone touches the healthpack as well, I thought it'd be more interesting if it's triggerable.

    And it seems to have added to the "wtf was that" allure.:p
     
    Last edited: Jun 28, 2009
  12. PenPen

    PenPen L5: Dapper Member

    Messages:
    202
    Positive Ratings:
    69
    Some additions in b3 which I'll put up later this week (and maybe gameday?).

    - Insta-death is working now
    - Smoothened out the staircases
    - Added small medkit that appears before the point opens
    - Fixed players getting stuck by the rock
    - Adjusted Raging Storm's appearance, voice effects and damage output

    Stuff I'm experimenting.

    - The ][][][][ thingies between some of the pillars are now breakable. They're hard to break, but breaking it opens up more spaces to get hit by the opposing sniper. We'll see how it rolls out.

    - I've changed the Raging Storm to this:
    [​IMG]

    The old one was this:
    [​IMG]

    It does look cooler now. But to what effect is this new one is fps-wise, I don't know. At least it didn't affect me that much when I tried the map alone.

    And feedback on which one is better is obviously welcome. :D
     
    Last edited: Jul 7, 2009
  13. PenPen

    PenPen L5: Dapper Member

    Messages:
    202
    Positive Ratings:
    69
    Bumping my own thread, b3 is out now. Give it a try!
     
  14. PenPen

    PenPen L5: Dapper Member

    Messages:
    202
    Positive Ratings:
    69
    Gameday bump, feedback is welcome.
     
  15. umbratile

    aa umbratile #1 grandma

    Messages:
    2,270
    Positive Ratings:
    1,287
    Ok, uh, the RENINGSAH sound and the spikes is just weird. I know they're part of the tribute/homeage you're making, but they don't do any good at all for the gameplay. They're not fun if you're the victim, and it seemed like most people didn't understand how they worked. You should either make them more obvious and sensible, or (better, in my opinion) remove them.

    Overall, though, it was still a fun map. I like how silly it is.
     
    • Thanks Thanks x 1
  16. PenPen

    PenPen L5: Dapper Member

    Messages:
    202
    Positive Ratings:
    69
    Yeah, thanks. I did get some more comments from the demo. Seems like the majority didn't like the thing during this playthrough, last two games were more "wtf happened there" and I originally thought it was good as a surprise element. In the demo it seems like it did more harm than good for a few times (except for the other team I guess).

    And so far from the demos it's really a love/hate thing and there's no middle ground for the map.

    In that case I'll take it off from normal gameplay and have it show up at some other time (like when the match ends).

    Other things...
    - The ambient sound seems awfully loud to most people, I'll tone it down.
    - Lighting in spawn and the area under the point are too bright/dim.

    Also thanks for the guys who tried out the map but unfortunately I wasn't able to come due to a huuuuuuge time zone difference (12 hours-ish) and had to work next day.

    Aside from that I want to know - is there a performance issue on the map where the breakable guardrails are totally screwing up your FPS (or the server for that matter)?
     
  17. Hellfire

    Hellfire L9: Fashionable Member

    Messages:
    601
    Positive Ratings:
    142
    nope,not rly. fps stayed stable all the time,as there was no massive braking railing parts or others.
     
  18. PenPen

    PenPen L5: Dapper Member

    Messages:
    202
    Positive Ratings:
    69
    Geese Tower is now b4, please get it from the download link. Most of the changes are revolving the point opening and capture issues. I'm going to submit for gameday later (hopefully I'll be there).
     
  19. PenPen

    PenPen L5: Dapper Member

    Messages:
    202
    Positive Ratings:
    69
    Gameday bump, much apologies for not showing up on time. I ran later than I was supposed to. Feedback of any kind would be welcome!
     
  20. uma plata

    uma plata L6: Sharp Member

    Messages:
    298
    Positive Ratings:
    86
    All in all, I thought it was pretty balanced. Favors sniper a little, but you can definitely counter them

    I enjoyed it
     
    • Thanks Thanks x 1